Insomnia FX Elite - Complete Suite

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Should be corrected to "Fake Screen Space Ambient Occlusion (Fake SSAO)". Being a post processor and also being unable to get proper depth informations from the game itself it's impossible for ReShade to implement real SSAO. Especially since ED comes with it's own SSAO-Implementation.

Well Reshade do have access to the logarithmic depth buffer and uses it to apply AO. But yeah ED comes with its own AO which frankly doesn't impress me anywhere.
There is a problem with the depth buffer though. Very close to the camera, the AO goes haywire and adds massive curves which makes much of the cockpit completely black. You can actually achieve a similar bug with the game's AO too if you crank up the AO values in Graphicsconfiguration.xml.
Would love to hear an explanation or rather a solution to that. :)

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Nice set of screenshots! Xelabara looks so good in-game! :)

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Nothing happens no matter what slider I move to change any value. Never mind, this would probably reduce my already low fps.

If you're low on FPS without Reshade, your FPS with Reshade would make the game unbearable. :(
 
20-25 fps in stations, 35-40 in space (ultra). I guess it's not for me anyway..
That's without reshade.
 
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Well Reshade do have access to the logarithmic depth buffer and uses it to apply AO. But yeah ED comes with its own AO which frankly doesn't impress me anywhere.
There is a problem with the depth buffer though. Very close to the camera, the AO goes haywire and adds massive curves which makes much of the cockpit completely black. You can actually achieve a similar bug with the game's AO too if you crank up the AO values in Graphicsconfiguration.xml.
I rechecked to see if I was wrong earlier about ReShade being unable to access the clients depth buffer but had to realize I was actually right. At least I am unable to figure out of how to get ReShade's Fake AO working. While trying to do so (and also in a trial to make your settings Mediator-compatible) I just spent 3 hours to go through your work line by line.

While I saw how much love and efforts you put into finetuning many values, I also had to realize there are plenty of more or less invalid and out-of-bound values in your files.
e.g. SMAA_THRESHOLD 0.04 //[0.05:0.20] while it's minimum is supposed to be 0.05.
or dither_method 0 //[1:2] while it is only supposed to be 1 or 2.
or fLenzIntensity 4.0 //[0.2:3.0] while it's only supposed to be at a max of 3.

While I'm not sure how the post processor itself works with such out-of-bound-values (obviously it seems to work fine with them (seems to simply use the nearest-bound-value?)), the Mediator forced me to fix every single of these values to stop giving me errors.
Such invalid values are only located in GemFX.cfg, SweetFX.cfg and McFX.cfg. The other files are fine.

After said 3 hours my Mediator-compatible version was able to perfectly imitate your version, which makes me think that the post processor itself - as I mentioned before - really just defaults to the nearest-bound-value available.

I just wanted to let you know for the case you want to fix these issues so you might make an Mediator-compatible version of your work available, so users can use them with Mediator instead of simply throwing the files in. :)

In any case: good job!
 
noticed an artifact in planetary rings... I keep chasing what I think are multicannon shells streaming in the distance (sure sign one of them over there is wanted).

Turns out it is very very distant asteroids flashing as they come into draw distance.

what settings can I tweak to get rid of these will 'o wisps?

[update- screenshots not really viable, because the conditions to get these artifacts are very rare and difficult to replicate (being in a ring in planetary shadow, looking at lit up arc of ring in distance, with sun at viewers back- of a metallic ring very close to its star (Noti 2))]
 
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Reshade would take an additional 10-15 fps on your system. Is your rig up to the task for Horizons?
I don't know. It's a laptop so system requirements for PC don't mean much to me. Maybe you or someone else can help? i5 3230M 2.6GHz, AMD HD 8750m 2GB, 8GB RAM. What mobile GPU (NVidia) do I need to have to get good full HD frame rate (>40), maybe even with reshade in EDH? Tnx
 
I rechecked to see if I was wrong earlier about ReShade being unable to access the clients depth buffer but had to realize I was actually right. At least I am unable to figure out of how to get ReShade's Fake AO working. While trying to do so (and also in a trial to make your settings Mediator-compatible) I just spent 3 hours to go through your work line by line.

While I saw how much love and efforts you put into finetuning many values, I also had to realize there are plenty of more or less invalid and out-of-bound values in your files.
e.g. SMAA_THRESHOLD 0.04 //[0.05:0.20] while it's minimum is supposed to be 0.05.
or dither_method 0 //[1:2] while it is only supposed to be 1 or 2.
or fLenzIntensity 4.0 //[0.2:3.0] while it's only supposed to be at a max of 3.

While I'm not sure how the post processor itself works with such out-of-bound-values (obviously it seems to work fine with them (seems to simply use the nearest-bound-value?)), the Mediator forced me to fix every single of these values to stop giving me errors.
Such invalid values are only located in GemFX.cfg, SweetFX.cfg and McFX.cfg. The other files are fine.

After said 3 hours my Mediator-compatible version was able to perfectly imitate your version, which makes me think that the post processor itself - as I mentioned before - really just defaults to the nearest-bound-value available.

I just wanted to let you know for the case you want to fix these issues so you might make an Mediator-compatible version of your work available, so users can use them with Mediator instead of simply throwing the files in. :)

In any case: good job!

Most of the values in SweetFX or Reshade are just recommended values that are optimal from the developer's perspective. For example, the SMAA threshold could be even lower than 0.05 which makes it look for edges beyond the optimal values. Some of the more extreme presets uses 0.02. This is why I never use Mediator or the likes of it. It limits things.
I've been using SweetFX since 2013 and text format gives a much more precise use.
The values you mentioned are not invalid. ;)
By using extreme values you can achieve very interesting results (one legendary user, Natty Dread, twisted the boken shapes and rotations so much so the depth of field effect turned into something that looked like motion blur on images).

I'm curious though. What makes you think it doesn't have access to the depth buffer?

Cheers! :)

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noticed an artifact in planetary rings... I keep chasing what I think are multicannon shells streaming in the distance (sure sign one of them over there is wanted).

Turns out it is very very distant asteroids flashing as they come into draw distance.

what settings can I tweak to get rid of these will 'o wisps?

[screenshot to be added]

Sounds like aliasing to me. I'm using MLAA together with ReShade's SMAA. You could disable all sharpening effects to minimize the aliasing artifacts. :)

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I don't know. It's a laptop so system requirements for PC don't mean much to me. Maybe you or someone else can help? i5 3230M 2.6GHz, AMD HD 8750m 2GB, 8GB RAM. What mobile GPU (NVidia) do I need to have to get good full HD frame rate (>40), maybe even with reshade in EDH? Tnx

Well with my rig I'm at 60+ fps in space, 50 in stations and in roid rings. With my official Reshade config I'm at 60 in space and 40 in roid rings. With a more effect heavy Reshade config I'm at 55 in space and down to 30 in rings.
I'm no hardware expert, so you'd do best with asking someone that has more know how. :)
 
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I must be stupid or something but I can't get it to work. No way... :(

I also battled at first.

Make sure you are in this folder : E:\Elite Dangerous\EDLaunch\Products\FORC-FDEV-D-1001. The mistake i made was i left my original GraphicsConfiguration.xml there. Either rename it to old or take it out as a backup.

THEN what i did was i copied GraphicsConfiguration.xml from the extracted InsomniaFX_Elite_1.1 Folder and pasted it into the root as above. I dont know if this is correct but i got it working this way.

Hope this helps and please correct me if i have made a mistake. I assume there should be only one copy of the GraphicsConfiguration.xml file?
 
Most of the values in SweetFX or Reshade are just recommended values that are optimal from the developer's perspective. For example, the SMAA threshold could be even lower than 0.05 which makes it look for edges beyond the optimal values. Some of the more extreme presets uses 0.02. This is why I never use Mediator or the likes of it. It limits things.
I've been using SweetFX since 2013 and text format gives a much more precise use.
The values you mentioned are not invalid. ;)
By using extreme values you can achieve very interesting results (one legendary user, Natty Dread, twisted the boken shapes and rotations so much so the depth of field effect turned into something that looked like motion blur on images).

I started with SweetFX too, but while the possibilites increased and more than one config file are to be edited with ReShade and because I have to manage presets with multiple games I just found Mediator to be preferable over manual editing.

What exactly do you mean it's not an invalid value if you set dither_method to 0, while it only has the states 1 and 2? What do you think it's doing when set to 0?

I'm curious though. What makes you think it doesn't have access to the depth buffer?
I enable RFX_LogDepth=1 in Common.cfg and AmbientOcclusion in McFX.cfg. Also setting AO_METHOD to 3 (HBAO).
The shader compiles just fine, but the visual difference is zero. (Same goes for other AO_METHOD-Values)
I checked while docked at a station, having a view at the gateway in debug cam mode and cam set just behind my ship, so it shouldn't be a simple lack-of-distance-problem SSAO being simply not visible yet.
I also checked using McFX' DepthOfField-Function, which should also work if ReShade would have had access to the depth buffer, but no luck either.

I was able to get FakeSSAO work half an year ago though, being very well visible even inside the cockpit only. I guess FD changed something with the client in the meantime, making ReShade unable to access it.
Or do you have a clue if I have missed something to make it work?
 
What exactly do you mean it's not an invalid value if you set dither_method to 0, while it only has the states 1 and 2? What do you think it's doing when set to 0?
That's a bug from my side. :p Sorry and thanks for noticing it. Will fix that!

I enable RFX_LogDepth=1 in Common.cfg and AmbientOcclusion in McFX.cfg. Also setting AO_METHOD to 3 (HBAO).
The shader compiles just fine, but the visual difference is zero. (Same goes for other AO_METHOD-Values)
I checked while docked at a station, having a view at the gateway in debug cam mode and cam set just behind my ship, so it shouldn't be a simple lack-of-distance-problem SSAO being simply not visible yet.
I also checked using McFX' DepthOfField-Function, which should also work if ReShade would have had access to the depth buffer, but no luck either.

I was able to get FakeSSAO work half an year ago though, being very well visible even inside the cockpit only. I guess FD changed something with the client in the meantime, making ReShade unable to access it.
Or do you have a clue if I have missed something to make it work?

There is an issue with both DOF and AO not working as it should. For some it simply seems to be bugged. For me it works in 1080p and with no supersampling. For some it works at higher resolutions, but at some point it simply stops working. I have no idea why. I haven't talked to Marty McFly about it yet...


As to wether it works or not, see these pics. ;)

DOF (extreme settings)
23376976325_f439f6e67e_h.jpg


AO
23370961446_4e34ef642a_h.jpg
 
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That's a bug from my side. :p Sorry and thanks for noticing it. Will fix that!



There is an issue with both DOF and AO not working as it should. For some it simply seems to be bugged. For me it works in 1080p and with no supersampling.
Looks like you just mentioned the circumstances ReShade requires the client to run at to be able to access the depth buffer. I usually have it run at 3840x2160@x0,75 Supersampling.
Setting it to 1080p@1x made it finaly work for me.

Just made three quick shots with it.
ReShade disabled
ReShade On with no SSAO
ReShade On with SSAO enabled

Not perfect yet, but unsure if I will actually stick to SSAO when it's not possible in 2160p. That Aliasing in 1080p makes my eyes bleed.
 
Looks like you just mentioned the circumstances ReShade requires the client to run at to be able to access the depth buffer. I usually have it run at 3840x2160@x0,75 Supersampling.
Setting it to 1080p@1x made it finaly work for me.

Just made three quick shots with it.
ReShade disabled
ReShade On with no SSAO
ReShade On with SSAO enabled

Not perfect yet, but unsure if I will actually stick to SSAO when it's not possible in 2160p. That Aliasing in 1080p makes my eyes bleed.

Great! :)
I can't run with anything abobe 1080p x1 ss due to my old calculator I run ED on...

Enable #define AO_DEBUG 1 in McFX.cfg (enables the raw output) to see where and how the AO is applied.

ED really need temporal AA to get rid of the jaggies. The devs just can't rely on supersampling and DSR! They MUST provide a way more effective AA solution than the ones available.
 
ED really need temporal AA to get rid of the jaggies. The devs just can't rely on supersampling and DSR! They MUST provide a way more effective AA solution than the ones available.
Amen. Nothing to add to this.

But actually I would also be fine with a simple D3D9-Mode either so I can force SGSSAA on it via Driver, which sadly isn't possible on D3D11.
 
Looks like you just mentioned the circumstances ReShade requires the client to run at to be able to access the depth buffer. I usually have it run at 3840x2160@x0,75 Supersampling.
Setting it to 1080p@1x made it finaly work for me.

Just made three quick shots with it.
ReShade disabled
ReShade On with no SSAO
ReShade On with SSAO enabled

Not perfect yet, but unsure if I will actually stick to SSAO when it's not possible in 2160p. That Aliasing in 1080p makes my eyes bleed.

And that SSAO is looking way too strong. It looks like AO pass in 3d render that is left at 100% when it should be only at 20%.
 
Just bought pirate paint job for me and my son. It's now insomnia 1.1 with graphics.xml from 1.1 experimental. I just love flying with viper after flying so long with vulture. It's not anymore just head on and pew pew :)

pirate_viper.jpgpirate_viper2.jpgpirate_viper3.jpg
 
We have seen tons of compare shots but here comes one more. Like said many times original shaders look greenish compared to bluish.

earthlike.jpgearthlike2.jpg
 
since you seem to be rather 1337 at visuals, how about an "onionhead trip" selection of settings?

Nearest I ever came to it was a rather alarming GPU overheat event:

Screenshot_0112.png
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[really wish I had Shadowplay enabled at this time- as it was animated, flowing, and well.. nauseating in the extreme
 
We have seen tons of compare shots but here comes one more. Like said many times original shaders look greenish compared to bluish.

Thanks for your screenshots! :) I pasted a small in-game gamma recommendation pic in the installation section on the first page btw.

And yes, the original color tones are too grey and dull. But it's all subjective I guess. :)

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since you seem to be rather 1337 at visuals, how about an "onionhead trip" selection of settings?

Nearest I ever came to it was a rather alarming GPU overheat event:


[really wish I had Shadowplay enabled at this time- as it was animated, flowing, and well.. nauseating in the extreme

Woooow imagine landing on that! ^^
Was that with Reshade mate?
 
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no that was during beta, before the nvidia drivers game ready for Elite Dangerous was released.

My rig could play at ultra graphics levels.. but there was a cost. a btu cost.
 
Insomnia.
Must say mate I've been messing about with the shaders and such, no where near yours. You are a genius. The stars, my word the stars close up you need ray bans and space is gorgeous. Outstanding. Only thing I changed was hud back to orange, I like orange.
Thanks for the work.

Thanks alot! :)
 
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